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Schrader, Peter G.; Carroll, Mark C.; McCreery, Michael P.; Head, Danielle L. – Journal of Educational Computing Research, 2020
Researchers have called for additional empirical studies associated with video games. However, every game is novel in terms of mechanics, content, context, and agency; known variables may be operationalized differently based on the game involved. It is incumbent upon researchers to leverage or create the best tools when extracting data from games.…
Descriptors: Man Machine Systems, Social Media, Computer Games, Discussion Groups
Hazar, Zekihan – Journal of Education and Training Studies, 2019
The purpose of this research is to review the level of children's digital game playing addiction and to evaluate their opinions on the parents playing digital games. In the 2017-2018 academic year, the students of the Sehit Ramazan Konus secondary school affiliated to the Nigde Provincial Directorate of National Education constitute the universe…
Descriptors: Addictive Behavior, Parents, Video Games, Computer Games
Du, Jie; Wimmer, Hayden; Rada, Roy – Information Systems Education Journal, 2018
This study investigates the delivery of the "Hour of Code" tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students' comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual…
Descriptors: College Students, Tutorial Programs, Student Surveys, Computer Games
Durak, Gürhan; Cankaya, Serkan; Yünkül, Eyup; Taylan, Ufuk; Erten, Emine; Akpinar, Sükran – Online Submission, 2017
The purpose of this study was to investigate the influence of a game called Wild Web Woods (WWW) designed by the European Council for safe Internet use on secondary school students' safe Internet use. In line with this purpose, for the purpose of determining the students' awareness of safe Internet use, a total of 504 students from different…
Descriptors: Computer Games, Secondary School Students, Foreign Countries, Questionnaires
Seah, Erik Tiong Wee; Kaufman, David; Sauvé, Louise; Zhang, Fan – Journal of Educational Computing Research, 2018
This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and…
Descriptors: Mixed Methods Research, Older Adults, Computer Games, Computer Simulation
Debeauvais, Thomas – ProQuest LLC, 2016
Game designers and researchers agree that the main motivation for starting playing a game is challenge. It is only a small step to say that when the game becomes too difficult, players can become frustrated and quit. While extensive work shows that challenge is central in player enjoyment, its influence on player retention has received little…
Descriptors: Persistence, Mixed Methods Research, Interviews, Online Surveys
Arantes do Amaral, João Alberto; Hess, Aurélio – International Journal of Instruction, 2018
In this article, we discuss the ripple effects of the WEBSIM FISHBANKS Simulation Laboratory held at Federal University of Sao Paulo (UNIFESP) in 2014, held as a result of a partnership between the Sloan School of Management of the Massachusetts Institute of Technology, the UNIFESP, and the Brazilian Chapter of the System Dynamics Society of…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Laboratories
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Leonard, Jacqueline; Barnes-Johnson, Joy; Mitchell, Monica; Unertl, Adrienne; Stubbe, Christopher R.; Ingraham, Latanya – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
This research report presents the final year results of a three-year research project on computational thinking (CT). The project, funded by the National Science Foundation, involved training teachers in grades four through six to implement Scalable Game Design and LEGO® EV3 robotics during afterschool clubs. Thirty teachers and 531 students took…
Descriptors: Computation, Elementary School Teachers, Elementary School Students, STEM Education
García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
Kermani, Hengameh – Malaysian Journal of Learning and Instruction, 2017
Purpose: The present study was designed to examine whether mathematics computer games improved young children's learning of number sense under three different conditions: when used individually, with a peer, and with teacher facilitation. Methodology: This study utilized a mixed methodology, collecting both quantitative and qualitative data. A…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Elementary School Mathematics
Callaghan, M. N.; Long, J. J.; van Es, E. A.; Reich, S. M.; Rutherford, T. – Journal of Computer Assisted Learning, 2018
As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use…
Descriptors: Computer Games, Teaching Methods, Computer Assisted Instruction, Faculty Development
Benotti, Luciana; Martinez, Maria Cecilia; Schapachnik, Fernando – IEEE Transactions on Learning Technologies, 2018
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While…
Descriptors: Formative Evaluation, Introductory Courses, Computer Science, High School Students
Pinder, Patrice Juliet – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean; particularly, studies of a mixed-methods nature examining in-service K-12 STEM teachers' perspectives. This paper, which presents preliminary, in brief data results (full study forthcoming), addresses the aforementioned gap and explores the benefits of…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Mixed Methods Research
Machado, Lisiane; Klein, Amarolinda Zanela; Freitas, Angilberto; Schlemmer, Eliane; Pedron, Cristiane Drebes – International Journal of Information and Communication Technology Education, 2016
In this research, the authors present a framework for developing Intercultural Competence (IC) and use Tridimensional Digital Virtual Worlds (3DVW) as environments for developing Intercultural Competence. They developed an artifact, via Design Research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual…
Descriptors: Teaching Methods, Cultural Awareness, Computer Simulation, Intercultural Communication